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Ai 737's (Aardvark models)

PostPosted: Fri Jan 05, 2007 7:55 am
by Simma
Hi All,

I have been using FS9 for a long time now, first post on here though. A splendid forum it is too I might add.

I have gone from knowing 'zilch' zero...nada about A.I & adding flight plans etc, to now being familiar with doing all that quite easily.


One thing I can't work out though, of all the models I have installed over time, the aardvark 737's (all variety of type) will simply not land at any aiport. I tend to watch them, for instance after I have landed and completed my own trek, & what I see is that the aircraft capture the localiser and turn towards the runway, but then it seems as if it's going too fast, which causes a dip in altitude, and never quite captures the glideslope, as it gets closer to the runway the 'dips' are greater and greater, resulting in a go around for another attempt... I have no idea why!

I have checked the CFG. file and the cruise speed/altitude appear to be 'normal' for that type? is there something else that needs a tweak? as I say, this only happens to the 737's and nothing else.  :-?

Any suggestions or advice much appreciated.

Re: Ai 737's (Aardvark models)

PostPosted: Fri Jan 05, 2007 5:35 pm
by ashaman
If the aardvark really can't land with their dynamics you can always swap their dynamics files with the default 737's. They, though not really shining of their own light, DO work well enough. ;)

Re: Ai 737's (Aardvark models)

PostPosted: Sat Jan 06, 2007 4:25 am
by Simma
I'll try doing that & see what happens.

It's comical to watch them 'bounce' towards the runway and end up halfway down the tarmac before going around again, but I'd prefer to see them land like all of the others.

While I'm on the subject of A.I, does anybody have any idea if its possible to tweak the CFG. files of A.I traffic to make them flare a little more before touchdown? they really seem to throw them down hard! only to make things a tiny bit more realistic. Or am I expecting too much? & I'm sure many have noticed that on take off, the A.I models do not maintain a constant pitch up alittude after rotating, they tend to rotate, lower the nose a little, then pitch up again before heading left or right, their behaviour just doesn't look quite right.

:)

Re: Ai 737's (Aardvark models)

PostPosted: Sat Jan 06, 2007 11:54 am
by wji
" . . . is there something else that needs a tweak?"
Roger, Roger
Allow FS9 to run from ten-to-fifteen-minutes before checking AI traffic. This anomaly is well known in FS9: I had an AI crate landing in Thailand which would not land properly until the third attempt after FS9 startup (approximately ten-minutes after startup).
P.S. This is the first time I've revisited this issue in over two-years

Re: Ai 737's (Aardvark models)

PostPosted: Sat Jan 06, 2007 2:37 pm
by dave3cu
I have had some success taming ai landings, ('tho I haven't worked with this AIA737), by tweaking the following lines:

Re: Ai 737's (Aardvark models)

PostPosted: Fri Jan 26, 2007 2:57 pm
by Simma
Hi once again,

Dave, I have tried tampering with the scalars on the A.I FDE, a little adjustment nearer towards 950 & 1.00 has now made the 7-3's land! still there is quite a bit of 'porpoising' as it were over the threshold, but at least they touchdown like any aircraft should. I will 'tweak' a little more with the cfg. speeds & weights etc (not too much as to affect flight scheduling) but I'm happier now I see them land. :)  A trial & error exercise with this (obviously a good tip to anyone having a frustrating time with A.I) oh and plenty of patience.

Untill next time...thanks to all who chipped in with advice, very grateful.

8-)